Orrery Terrain · OrreryTerrainCore module · enum
Native::
ETerrainCost
The parts of the terrain's CPU time, one counter each.
Declaration
enum class ETerrainCost : uint8_t- Header
#include "Native/TerrainCost.h"- Module
PublicDependencyModuleNames.Add("OrreryTerrainCore");in your module’s Build.cs.- Stability
- Stable: changes within a major version only add.
Description
Counters hold the time of every terrain in the process.
Values
| Value | Meaning |
|---|---|
GameCoreTick | Game thread: the core subsystem's tick, everything under it. |
GameStreaming | Game thread, in GameCoreTick: choosing tiles, starting loads, taking finished ones. |
GameChunks | Game thread, in GameCoreTick: the chunk manager; landing built chunks and live edits, and the renderer's work on them. |
GameSculpt | Game thread: brush steps applied to the terrain. |
GameRenderTick | Game thread: the render subsystem's tick, everything under it. |
GameNear | Game thread, in GameRenderTick: the heightfield renderer's tick; GameFar and GameRvt are inside it. |
GameFar | Game thread, in GameNear: the far field and far ring. |
GameRvt | Game thread, in GameNear: the RVT's writers and invalidations. |
GameGrass | Game thread, in GameRenderTick: placing grass. |
WorkerLoad | Worker threads: loading tiles. |
WorkerBuild | Worker threads: building chunk posts. |
WorkerPack | Worker threads: packing near textures and far ring tiles. |
WorkerGrass | Worker threads: building grass instances. |
RenderLod | Render thread: the LOD of one view family. |
RenderNearGather | Render thread and its tasks: near chunks' dynamic mesh gathering. |
RenderFarGather | Render thread and its tasks: far field node selection and mesh gathering. |
RenderUpload | Render thread: texture uploads for near chunks, far patches and the far ring. |
Count | — |